96 research outputs found
Legal issues in automated vehicles: critically considering the potential role of consent and interactive digital interfaces
Some of the first âautomatedâ vehicles to be deployed on our roads will require a system of shared driving with a human driver. While this creates technical and operational challenges, the law must also facilitate such a transfer. One method may be to obtain the driverâs consent to share operational responsibility and to delineate legal responsibility between vehicle and driver in the event of an accident. Consent is a voluntary agreement where an individual is aware of the potential consequences of their consent, including the risks. The driver of a partially automated vehicle must be informed of potential risks before giving consent to share operational responsibility. This paper will refer to the inherent dangers associated with shared operational responsibility, in particular where there has been a request for the driver to take back control from the automated vehicle during the journey. Drivers are likely to experience delay in regaining situational awareness, making such operational transfers hazardous. It is argued that where an interactive digital interface is used to convey information, such as driver responsibility, risk and legal terms, drivers may fail to sufficiently process such communications due to fundamental weaknesses in humanâmachine interaction. The use of an interactive digital interface alone may be inadequate to effectively communicate information to drivers. If the problems identified are not addressed, it is argued that driver consent may be inconsequential, and fail to facilitate a predicable demarcation of legal responsibility between automated vehicles and drivers. Ongoing research into automated vehicle driver training is considered as part of the preparation required to design driver education to a level whereby drivers may be able to sufficiently understand the responsibilities involved in operating a partially automated vehicle, which has implications for future driver training, licensing and certification
Tangible user interfaces and social interaction in children with autism
Tangible User Interfaces (TUIs) offer the potential for new modes of social
interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that
are embedded with digital technology may help children with autism understand the
actions of others by providing feedback that is logical and predictable. Objects that
move, playback sound or create sound â thus repeating programmed effects â offer an
exciting way for children to investigate objects and their effects.
This thesis presents three studies of children with autism interacting with objects
augmented with digital technology.
Study one looked at Topobo, a construction toy augmented with kinetic
memory. Children played with Topobo in groups of three of either Typically
Developing (TD) or ASC children. The children were given a construction task, and
were also allowed to play with the construction sets with no task. Topobo in the task
condition showed an overall significant effect for more onlooker, cooperative, parallel,
and less solitary behaviour. For ASC children significantly less solitary and more
parallel behaviour was recorded than other play states.
In study two, an Augmented Knights Castle (AKC) playset was presented to
children with ASC. The task condition was extended to allow children to configure the
playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour.
Compared to non-digital play, the AKC showed reduction of solitary behaviour because
of augmentation. Qualitative analysis showed further differences in learning phase, user
content, behaviour oriented to other children, and system responsiveness.
Tangible musical blocks (âd-touchâ) in study three focused on the task. TD and
ASC children were presented with a guided/non-guided task in pairs, to isolate effects
of augmentation. Significant effects were found for an increase in cooperative symbolic
play in the guided condition, and more solitary functional play was found in the
unguided condition. Qualitative analysis highlighted differences in understanding
blocks and block representation, exploratory and expressive play, understanding of
shared space and understanding of the system.
These studies suggest that the structure of the task conducted with TUIs may be
an important factor for childrenâs use. When the task is undefined, play tends to lose
structure and the benefits of TUIs decline. Tangible technology needs to be used in an
appropriately structured manner with close coupling (the distance between digital
housing and digital effect), and works best when objects are presented in familiar form
Designing Human-Centered Collective Intelligence
Human-Centered Collective Intelligence (HCCI) is an emergent research area that seeks to bring together major research areas like machine learning, statistical modeling, information retrieval, market research, and software engineering to address challenges pertaining to deriving intelligent insights and solutions through the collaboration of several intelligent sensors, devices and data sources. An archetypal contextual CI scenario might be concerned with deriving affect-driven intelligence through multimodal emotion detection sources in a bid to determine the likability of one movie trailer over another. On the other hand, the key tenets to designing robust and evolutionary software and infrastructure architecture models to address cross-cutting quality concerns is of keen interest in the âCloudâ age of today. Some of the key quality concerns of interest in CI scenarios span the gamut of security and privacy, scalability, performance, fault-tolerance, and reliability. I present recent advances in CI system design with a focus on highlighting optimal solutions for the aforementioned cross-cutting concerns. I also describe a number of design challenges and a framework that I have determined to be critical to designing CI systems. With inspiration from machine learning, computational advertising, ubiquitous computing, and sociable robotics, this literature incorporates theories and concepts from various viewpoints to empower the collective intelligence engine, ZOEI, to discover affective state and emotional intent across multiple mediums. The discerned affective state is used in recommender systems among others to support content personalization. I dive into the design of optimal architectures that allow humans and intelligent systems to work collectively to solve complex problems. I present an evaluation of various studies that leverage the ZOEI framework to design collective intelligence
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Interactive Demand Shifting in the context of Domestic Micro-Generation
The combination of ubiquitous computing and emerging energy technologies is radically changing the home energy landscape. Domestic micro-generation, dominated by solar photovoltaic, is increasing at a rapid pace. This represents an opportunity for creating and altering energy behaviours. However, these transformations generate new challenges that we call the domestic energy gap: domestic electricity consumption and microgeneration are out of sync. Micro-generation is mainly uncontrollable production relying on weather while domestic energy consumption tends to happen mostly during the evening. This thesis focuses on understanding and supporting new domestic practices in the context of domestic solar electricity generation, looking at âDemand-Shiftingâ. Specifically, we look at how can digital tools leverage Demand-Shifting practices in the context of domestic micro-generation? Relying on a mixed-method approach, we provide a qualitative and quantitative answer with the collaboration of 38 participating households in several field studies including two spanning more than eight months. Through a deep investigation of laundry and electric mobility routines in the context of domestic micro-generation, we emphasised a natural engagement into Demand-Shifting which appeared as a complex and time-consuming task for participants which was not visible when we analysed their quantitative data. We revealed this complexity through Participatory Data Analyses, a method we designed to analyse the data in collaboration with the participating householders. This provided us with a comprehensive view of the relationship between domestic micro-generation and daily routines. Finally, we highlight the need for timely and contextual support through the deployment of interventions in-the-wild. Building on discussions of our findings in perspective of the literature, we propose a conceptual framework to support domestic interactive Demand-Shifting
Internet of Things enabled sedentary behaviour change in office workers: development and feasibility of a novel intervention (WorkMyWay)
Sedentary behaviour (SB) without breaks is associated with adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects augmented with microelectronics and ubiquitous computing represent a novel mode of delivery for behaviour change interventions enabled by the Internet of Things (IoT). However, there is insufficient research to guide the design of interventions delivered with smart objects. This research addresses this gap by developing WorkMyWay, a workplace SB intervention delivered with IoT-enabled office objects (e.g. smart water bottles and cups), and evaluating its feasibility and acceptability in an 8-week âin-the-wildâ study. This thesis made 4 contributions across the disciplines of behavioural medicine and human-computer interactions (HCI).
The first contribution is the development of the WorkMyWay intervention, which is informed by findings from a systematic scoping review of prior research in this field (Chapter 3), a diary-probed interview study with 20 office workers (Chapter 4), and a series of technology audit, prototyping, human-centred design, and requirement engineering processes (Chapter 5). Findings from the feasibility study (Chapter 6) suggest that despite technical issues with the data connection, participants perceive high value of WorkMyWay in changing their SB. The intervention is potentially implementable in office-based workplaces, as long as connectivity issues are fixed. Recommendations are made on improvements and a series of future studies in accordance with the Medical Research Councilâs guidance on complex intervention development and evaluation.
Second, this thesis deepens the theoretical understanding of SB change, by following the Behaviour Change Wheel framework (including the COM-B model, theoretical domain framework, and taxonomies of Behaviour Change Techniques (BCT)) throughout intervention design and evaluation. The intervention contents are specified using the BCT taxonomies (Chapter 5) and informed by the first published COM-B analysis of office workerâs prolonged sitting behaviour at work (Chapter 4). This allows the feasibility study (Chapter 6) to contribute to theory development by matching the interview questions and psychological measures (e.g. strength of habit) with the BCTs (e.g. action planning, prompts and cues) and associated theoretical underpinnings (e.g. goal accessibility). It also allows implementation issues to be considered in light of how well those theories and theory-informed BCTs can work in real-life settings.
Third, this thesis makes a methodological contribution by documenting an interdisciplinary approach to develop a digital behaviour change intervention and a model for applying and developing theories of behaviour change in the wild. This helps address the challenge identified in Chapter 3, by bridging the gap between HCI and behavioural medicine, and catalyse the process of feeding technological innovations downstream to health practice and intervention research.
Fourth, this research contributes to the HCI literature by proposing a 2Ă2 matrix framework to guide the design of technology for sustainable behaviour change. On one hand, the framework unifies some of the existing visions and concepts about ubiquitous computing and applies them to the context of behaviour change, by considering the type of cognitive process (automatic versus reflective, based on the dual process model) through which a persuasive design influences the behaviour. For another, the framework considers the required dosage of their technology intervention to maintain the behaviour, or the distribution of changes between the physical world and the human cognition
A Network of Oneâs Own: Struggles to Domesticate the Internet
This thesis is a design research practice-led inquiry into the domesticated Internet. It first seeks to complicate simplistic corporate and academic visions by naming some of the struggles it encounters â not least to assert a private home and network of one's own. It is argued that a century of domestic technologies has emphasised invisibility, ubiquity, and automation in ways that obscure a network of exploited people and finite resources. Furthermore, these technological ambitions are met through machine surveillance, in ways newly enabled by the domesticated Internet, that threaten the privacy of the home.
In response, this thesis seeks some practical ways to design alternatives that assert a network of one's own and makes the work it implicates visible. The methodological approach is broadly Research Through Design supplemented by a practice described as designerly hacking through which hidden technical potential is revealed and given meaning. Two empirical studies are described that together make an account of the technical possibility and social reality of the networked home: an autobiographical technical exploration of the author's home and network with the making of hacks and Research Products privately and in public; and a cultural probe engagement with six rented households surfacing contemporary accounts of the domesticated Internet and in particular the challenges and opportunities of wireless networking. Together this yields a series of technical and social insights for design and two forms are offered to communicate these: a framework for understanding change in the networked home (The Stuff of Home) and a set of 30 design patterns for a network of one's own; each invites different analyses. The conclusion then draws together the multiple threads developed through this thesis and offers some reflection on the complexity of doing contemporary technical design work
Social networking sites as platforms to persuade behaviour change in domestic energy consumption
This MSc project addresses the following research question â âCan online social networks such as Facebook facilitate the motivation and behaviour change to reduce energy consumption in the home?â An investigation into the role of social interaction in social networks provides evidence to support the research question. The project undertook an extensive literature review and identified a gap in current knowledge regarding energy monitoring systems that are socially enabled. A participatory design workshop was then held to generate initial concept ideas and prototype interfaces. A final system using the Facebook application platform was designed and implemented by the author called Wattsup. An experimental design was then developed to evaluate the system which involved recruiting eight households for an eighteen day trial. This was supplemented with a qualitative study of comments generated by users and also in semi-structured interviews. The results indicate that the users of the Wattsup energy application integrated in Facebook assisted the participants in reducing their energy consumption. Types of energy information displayed in the application were both live and historical measurements as well as Co2 emissions, publicly viewable to participants and others on their personal Facebook friends list. Public viewing was implemented for comparison purposes as well as introducing peer pressure and competition amongst like-minded friends. Further analysis of the participantâs social interaction activity with the energy application revealed higher awareness of their energy usage behaviour was present. Positive effects of the results were lower energy costs and fewer Co2 emissions released upon the environment from the participants by using the socially enabled energy application. To test the theory of a positive effect of social interaction on domestic energy consumption, two Facebook energy applications were developed by the author. One of the applications contained socially enabled features, while the other displayed only the participantâs personal energy usage with no social features or capability to view other participantâs energy information
Freedom of Contract in an Augmented Reality: The Case of Consumer Contracts
This Article argues that freedom of contract will take on different meaning in a world in which new technology makes information about places, goods, people, firms, and contract terms available to contracting parties anywhere, at any time. In particular, our increasingly augmented reality calls into question leading justifications for distrusting consumer contracts and strengthens traditional understandings of freedom of contract. This is largely a descriptive and predictive argument: This Article aims to introduce contract law to these technologies and consider their most likely effects. It certainly has normative implications, however. Given that the vast majority of consumer contracting occurs in physical space, the introduction of ubiquitous digital information into these transactions has profound consequences for contract law
Internet of Things enabled sedentary behaviour change in office workers: development and feasibility of a novel intervention (WorkMyWay)
Sedentary behaviour (SB) without breaks is associated with adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects augmented with microelectronics and ubiquitous computing represent a novel mode of delivery for behaviour change interventions enabled by the Internet of Things (IoT). However, there is insufficient research to guide the design of interventions delivered with smart objects. This research addresses this gap by developing WorkMyWay, a workplace SB intervention delivered with IoT-enabled office objects (e.g. smart water bottles and cups), and evaluating its feasibility and acceptability in an 8-week âin-the-wildâ study. This thesis made 4 contributions across the disciplines of behavioural medicine and human-computer interactions (HCI).
The first contribution is the development of the WorkMyWay intervention, which is informed by findings from a systematic scoping review of prior research in this field (Chapter 3), a diary-probed interview study with 20 office workers (Chapter 4), and a series of technology audit, prototyping, human-centred design, and requirement engineering processes (Chapter 5). Findings from the feasibility study (Chapter 6) suggest that despite technical issues with the data connection, participants perceive high value of WorkMyWay in changing their SB. The intervention is potentially implementable in office-based workplaces, as long as connectivity issues are fixed. Recommendations are made on improvements and a series of future studies in accordance with the Medical Research Councilâs guidance on complex intervention development and evaluation.
Second, this thesis deepens the theoretical understanding of SB change, by following the Behaviour Change Wheel framework (including the COM-B model, theoretical domain framework, and taxonomies of Behaviour Change Techniques (BCT)) throughout intervention design and evaluation. The intervention contents are specified using the BCT taxonomies (Chapter 5) and informed by the first published COM-B analysis of office workerâs prolonged sitting behaviour at work (Chapter 4). This allows the feasibility study (Chapter 6) to contribute to theory development by matching the interview questions and psychological measures (e.g. strength of habit) with the BCTs (e.g. action planning, prompts and cues) and associated theoretical underpinnings (e.g. goal accessibility). It also allows implementation issues to be considered in light of how well those theories and theory-informed BCTs can work in real-life settings.
Third, this thesis makes a methodological contribution by documenting an interdisciplinary approach to develop a digital behaviour change intervention and a model for applying and developing theories of behaviour change in the wild. This helps address the challenge identified in Chapter 3, by bridging the gap between HCI and behavioural medicine, and catalyse the process of feeding technological innovations downstream to health practice and intervention research.
Fourth, this research contributes to the HCI literature by proposing a 2Ă2 matrix framework to guide the design of technology for sustainable behaviour change. On one hand, the framework unifies some of the existing visions and concepts about ubiquitous computing and applies them to the context of behaviour change, by considering the type of cognitive process (automatic versus reflective, based on the dual process model) through which a persuasive design influences the behaviour. For another, the framework considers the required dosage of their technology intervention to maintain the behaviour, or the distribution of changes between the physical world and the human cognition
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